Scalings // Mr. Whale Posted July 23, 2017 Share Posted July 23, 2017 (edited) Hi, This is my first actual Tutorial let me know if I worded it correctly! In this tutorial, I will show you how to get different colour lights etc on your Cop/EMS Vehicles! The file we'll be editing can be found here: Cop: Altis_Life.Altis\core\cop EMS: Altis_Life.Altis\core\medical Then you should see the file "fn_copLights.sqf" or "fn_medicLights.sqf" . Open them. To change the colour of the left light go to line 18 and change the "_lightRed" _lightleft setLightColor _lightRed; To change the colour of the red light go to line 63 and change the "_lightBlue" _lightright setLightColor _lightBlue; Doing the above will allow you to change your lights. You can change them to the following colours: _light [Pink] (I think) _lightBlue [Blue] _lightGreen [Green] _lightWhite [White] _lightYellow [Yellow] In addition to this, it is possible to change the brightness, how far you can see the lights from etc in the same file. For instance, if you want to change how bright your left light is, increase '0.2' to a higher number like '0.5'. _lightleft setLightBrightness 0.2; Have fun changing your lights & I hope this helped! Let me know if you need further assistance! - Scalings Edited August 25, 2017 by Scalings // Mr. Whale Quote Link to comment Share on other sites More sharing options...
iamepic161 Posted September 23, 2017 Share Posted September 23, 2017 How would I add extra vehicles say that don't currently have lights on them for the ems , police would i just add it to this ? { case "C_Offroad_01_F": { _lightleft lightAttachObject [_vehicle, [-0.37, 0.0, 0.56]]; }; case "B_MRAP_01_F": { _lightleft lightAttachObject [_vehicle, [-0.37, -1.9, 0.7]]; }; case "C_SUV_01_F": { _lightleft lightAttachObject [_vehicle, [-0.37,-1.2,0.42]]; }; case "C_Hatchback_01_F": { _lightleft lightAttachObject [_vehicle, [-0.35,-0.2,0.25]]; }; case "C_Hatchback_01_sport_F": { _lightleft lightAttachObject [_vehicle, [-0.35,-0.2,0.25]]; }; case "B_Heli_Light_01_F": { _lightleft lightAttachObject [_vehicle,[-0.37, 0.0, -0.80]]; }; case "B_Heli_Transport_01_F": { _lightleft lightAttachObject [_vehicle, [-0.5, 0.0, 0.81]]; }; }; Quote Link to comment Share on other sites More sharing options...
DeltaSierra Posted September 23, 2017 Share Posted September 23, 2017 Yes add the class name to your case statement to add an additional vehicle. You'll need to figure out the positions but it won't take too long. Also worth noting, you can't just change the variable from _lightBlue to _lightPink without first creating another variable above it called _lightPink and assigning it an RGB color. Quote Link to comment Share on other sites More sharing options...
Scalings // Mr. Whale Posted September 23, 2017 Author Share Posted September 23, 2017 (edited) 5 hours ago, iamepic161 said: How would I add extra vehicles say that don't currently have lights on them for the ems , police would i just add it to this ? { case "C_Offroad_01_F": { _lightleft lightAttachObject [_vehicle, [-0.37, 0.0, 0.56]]; }; case "B_MRAP_01_F": { _lightleft lightAttachObject [_vehicle, [-0.37, -1.9, 0.7]]; }; case "C_SUV_01_F": { _lightleft lightAttachObject [_vehicle, [-0.37,-1.2,0.42]]; }; case "C_Hatchback_01_F": { _lightleft lightAttachObject [_vehicle, [-0.35,-0.2,0.25]]; }; case "C_Hatchback_01_sport_F": { _lightleft lightAttachObject [_vehicle, [-0.35,-0.2,0.25]]; }; case "B_Heli_Light_01_F": { _lightleft lightAttachObject [_vehicle,[-0.37, 0.0, -0.80]]; }; case "B_Heli_Transport_01_F": { _lightleft lightAttachObject [_vehicle, [-0.5, 0.0, 0.81]]; }; }; 4 Hi, switch (typeOf _vehicle) do { case "C_Offroad_01_F": { _lightleft lightAttachObject [_vehicle, [-0.37, 0.0, 0.56]]; }; You change your case, in this instance, "C_Offroad_01_F", it's your vehicle's class name. The lights position will vary but can be edited by changing the values. In this case, you would be changing [-0.37, 0.0, 0.56]. Edited September 23, 2017 by Scalings // Mr. Whale Quote Link to comment Share on other sites More sharing options...
BitDr0p_ Posted October 13, 2017 Share Posted October 13, 2017 How can I add 2 Lights at one side - I want to let the new DLC Van have a light on every siren Quote Link to comment Share on other sites More sharing options...
BitDr0p_ Posted October 13, 2017 Share Posted October 13, 2017 36 minutes ago, Deadlesszombie said: Find where _lightleft is defined and make your own for _lightright? And use that offset tool to guide you......?????? Cmon man think about this lol. It's called lightLEFT You think i´m Stubid? If you could read right,, i want du have light in the front siren and the back siren.... Just think 1 Quote Link to comment Share on other sites More sharing options...
Gagi2 Posted October 13, 2017 Share Posted October 13, 2017 the standard script is only able to handle ONE on the left and right side... if you want to have two you need to re-do the whole script if (vehicle is vehicle where you want to have 2 lights on every side) then {blablabla...}; then you can add 2 lightpoints on every side... Quote Link to comment Share on other sites More sharing options...
sasy992 Posted February 21, 2018 Share Posted February 21, 2018 For the loop ? Quote Link to comment Share on other sites More sharing options...
Corey Posted March 3, 2018 Share Posted March 3, 2018 Jesus :face_palm: Quote Link to comment Share on other sites More sharing options...
ToxicFFS Posted September 5, 2018 Share Posted September 5, 2018 hello i am trying to move the cop lights to new positions in front and the back of the SUV but i dont know the positions on the Lamps market on the pictures can someone tell me please??? Quote Link to comment Share on other sites More sharing options...
imthatguyhere Posted September 5, 2018 Share Posted September 5, 2018 49 minutes ago, ToxicFFS said: hello i am trying to move the cop lights to new positions in front and the back of the SUV but i dont know the positions on the Lamps market on the pictures can someone tell me please??? Just use trial and error or a mod/mission that helps, such as the one recommended by @Deadlesszombie: On 9/23/2017 at 8:42 AM, Deadlesszombie said: You could use this to help you get that relative offset http://www.armaholic.com/page.php?id=31072 Quote Link to comment Share on other sites More sharing options...
ToxicFFS Posted September 5, 2018 Share Posted September 5, 2018 45 minutes ago, imthatguyhere said: Just use trial and error or a mod/mission that helps, such as the one recommended by @Deadlesszombie: Thanks man Quote Link to comment Share on other sites More sharing options...
ToxicFFS Posted September 5, 2018 Share Posted September 5, 2018 now i cant get the light on the back of the SUV to work here is my fn_copLight.sqf file what is wrong??? /* File: fn_copLights.sqf Author: mindstorm, modified by Adanteh Link: http://forums.bistudio.com/showthread.php?157474-Offroad-Police-sirens-lights-and-underglow Description: Adds the light effect to cop vehicles, specifically the offroad. */ Private ["_vehicle","_lightBlue","_lightBlue","_lightleft","_lightright","_lightleft1","_lightright1","_leftBlue"]; _vehicle = _this select 0; if (isNil "_vehicle" || isNull _vehicle || !(_vehicle getVariable "lights")) exitWith {}; _lightBlue = [20, 0.1, 0.1]; _lightBlue = [0.1, 0.1, 20]; _lightleft = "#lightpoint" createVehicle getPos _vehicle; sleep 0.2; _lightleft setLightColor _lightBlue; _lightleft setLightBrightness 5.0; _lightleft setLightAmbient [0.1,0.1,1]; _lightleft1 = "#lightpoint" createVehicle getPos _vehicle; sleep 0.2; _lightleft1 setLightColor _lightBlue; _lightleft1 setLightBrightness 5.0; _lightleft1 setLightAmbient [0.1,0.1,1]; switch (typeOf _vehicle) do { case "C_Offroad_01_F": { _lightleft lightAttachObject [_vehicle, [-0.37, 0.0, 0.56]]; }; case "B_MRAP_01_F": { _lightleft lightAttachObject [_vehicle, [-0.37, -1.9, 0.7]]; }; case "C_SUV_01_F": { _lightleft lightAttachObject [_vehicle, [-0.4,2.299,-0.473]]; _lightleft1 lightAttachObject [_vehicle, [0.5,-2.901,-0.173]]; }; case "C_Hatchback_01_sport_F": { _lightleft lightAttachObject [_vehicle, [-0.35,-0.2,0.25]]; }; case "B_Heli_Light_01_F": { _lightleft lightAttachObject [_vehicle,[-0.37, 0.0, -0.80]]; }; case "B_Heli_Transport_01_F": { _lightleft lightAttachObject [_vehicle, [-0.5, 0.0, 0.81]]; }; }; _lightleft setLightAttenuation [0.181, 0, 1000, 130]; _lightleft setLightIntensity 10; _lightleft setLightFlareSize 0.38; _lightleft setLightFlareMaxDistance 150; _lightleft setLightUseFlare true; _lightleft1 setLightAttenuation [0.181, 0, 1000, 130]; _lightleft1 setLightIntensity 10; _lightleft1 setLightFlareSize 0.38; _lightleft1 setLightFlareMaxDistance 150; _lightleft1 setLightUseFlare true; _lightright = "#lightpoint" createVehicle getPos _vehicle; sleep 0.2; _lightright setLightColor _lightBlue; _lightright setLightBrightness 5.0; _lightright setLightAmbient [0.1,0.1,1]; _lightright1 = "#lightpoint" createVehicle getPos _vehicle; sleep 0.2; _lightright1 setLightColor _lightBlue; _lightright1 setLightBrightness 5.0; _lightright1 setLightAmbient [0.1,0.1,1]; switch (typeOf _vehicle) do { case "C_Offroad_01_F": { _lightright lightAttachObject [_vehicle, [0.37, 0.0, 0.56]]; }; case "B_MRAP_01_F": { _lightright lightAttachObject [_vehicle, [0.37, -1.9, 0.7]]; }; case "C_SUV_01_F": { _lightright lightAttachObject [_vehicle, [0.4,2.299,-0.473]]; _lightright1 lightAttachObject [_vehicle, [-0.5,-2.901,-0.173]]; }; case "C_Hatchback_01_sport_F": { _lightright lightAttachObject [_vehicle, [0.35,-0.2,0.25]]; }; case "B_Heli_Light_01_F": { _lightright lightAttachObject [_vehicle,[0.37, 0.0, -0.80]]; }; case "B_Heli_Transport_01_F": { _lightright lightAttachObject [_vehicle, [0.5, 0.0, 0.81]]; }; }; _lightright setLightAttenuation [0.181, 0, 1000, 130]; _lightright setLightIntensity 10; _lightright setLightFlareSize 0.38; _lightright setLightFlareMaxDistance 150; _lightright setLightUseFlare true; _lightright1 setLightAttenuation [0.181, 0, 1000, 130]; _lightright1 setLightIntensity 10; _lightright1 setLightFlareSize 0.38; _lightright1 setLightFlareMaxDistance 150; _lightright1 setLightUseFlare true; //ARE YOU ALL HAPPY?!?!?!?!?!?!?!?!?%#[email protected]?TGD?BN?ZDHBFD?GA _lightleft setLightDayLight true; _lightleft1 setLightDayLight true; _lightright setLightDayLight true; _lightright1 setLightDayLight true; _leftRed = true; while{ (alive _vehicle)} do { if (!(_vehicle getVariable "lights")) exitWith {}; if (_leftRed) then { _leftRed = false; _lightright setLightBrightness 0.0; sleep 0.05; _lightleft setLightBrightness 6; } else { _leftRed = true; _lightleft setLightBrightness 0.0; sleep 0.05; _lightright setLightBrightness 6; }; sleep (_this select 1); }; deleteVehicle _lightleft; deleteVehicle _lightright; Quote Link to comment Share on other sites More sharing options...
ToxicFFS Posted September 5, 2018 Share Posted September 5, 2018 4 minutes ago, Deadlesszombie said: lightleft1 isnt having a light set at the bottom of the script Where at the bottom? Quote Link to comment Share on other sites More sharing options...
ToxicFFS Posted September 5, 2018 Share Posted September 5, 2018 how do i need to set them up? Quote Link to comment Share on other sites More sharing options...
ToxicFFS Posted September 9, 2018 Share Posted September 9, 2018 ok thanks now how can i make so new players that join my server starts with a car in the garage? Quote Link to comment Share on other sites More sharing options...
ToxicFFS Posted September 10, 2018 Share Posted September 10, 2018 On 9/6/2018 at 3:42 AM, Deadlesszombie said: and the bottom like this??? Quote Link to comment Share on other sites More sharing options...
ToxicFFS Posted September 10, 2018 Share Posted September 10, 2018 7 minutes ago, Deadlesszombie said: no, you are just adding pointless brackets, man, please read your code "if (_leftRed) then { x y z happens, else xyz happens, you are just adding pointless brackets, add the _lightright1 and _lightleft1 where you see _lightRed and _Lightleft, trial and error with that you mean Like this? im trying my bests to understand Quote Link to comment Share on other sites More sharing options...
kirky1423uk Posted September 11, 2018 Share Posted September 11, 2018 22 hours ago, ToxicFFS said: you mean Like this? im trying my bests to understand did you get this working Quote Link to comment Share on other sites More sharing options...
Federick90 Posted November 8, 2018 Share Posted November 8, 2018 hello guys I have a problem I find the doctors who only have the blinkers in the offroad while on the other vehicles no, so I copied the same classes of police vehicles as they are equal and added classes to the fn_mediclights file and fn_sirenlight file I added the affected vehicles but it does not work! Quote Link to comment Share on other sites More sharing options...
imthatguyhere Posted November 8, 2018 Share Posted November 8, 2018 27 minutes ago, Federick90 said: hello guys I have a problem I find the doctors who only have the blinkers in the offroad while on the other vehicles no, so I copied the same classes of police vehicles as they are equal and added classes to the fn_mediclights file and fn_sirenlight file I added the affected vehicles but it does not work! There is plenty you need to edit for this: The vehicle needs to be in your keyhandler: https://github.com/AsYetUntitled/Framework/blob/master/Altis_Life.Altis/core/functions/fn_keyHandler.sqf#L203 It needs to be in the array for medicSirensLights: https://github.com/AsYetUntitled/Framework/blob/master/Altis_Life.Altis/core/medical/fn_medicSirenLights.sqf#L14 Multiple switches need your vehicle in medicLights: https://github.com/AsYetUntitled/Framework/blob/master/Altis_Life.Altis/core/medical/fn_medicLights.sqf#L26 Quote Link to comment Share on other sites More sharing options...
Federick90 Posted November 8, 2018 Share Posted November 8, 2018 (edited) 15 minuti fa, ha detto che: C'è molto da modificare per questo: Il codice deve essere nel tuo keyhandler: https://github.com/AsYetUntitled/Framework/blob/master/Altis_Life.Altis/core/functions/fn_keyHandler.sqf#L203 Deve essere nell'array per medicSirensLights: https://github.com/AsYetUntitled/Framework/blob/master/Altis_Life.Altis/core/medical/fn_medicSirenLights.sqf#L14 Più switch per il tuo veicolo in medicLights: https://github.com/AsYetUntitled/Framework/blob/master/Altis_Life.Altis/core/medical/fn_medicLights.sqf#L26 where am I wrong? Questo è un hundler chiave : // L Key? caso 38: { // Se la poliziotta controlla se le luci sono accese. se (_shift && playerSide in [west, independent]) poi { if (! (isNull objectParent player) && (typeOf vehicle player) in ["C_Offroad_01_F", "B_MRAP_01_F", "C_SUV_01_F", "C_Hatchback_01_sport_F", "B_Heli_Light_01_F", "B_Heli_Transport_01_F"]) poi { if (! IsNil {vehicle player getVariable "lights"}) poi { if (playerSide isEqualTo west) quindi { [vehicle player] chiama life_fnc_sirenLights; } else { [vehicle player] chiama life_fnc_medicSirenLights; }; }; }; }; Questo è medico light.sqf / * File: fn_medicLights.sqf Autore: mindstorm, modificato da Adanteh Link: http://forums.bistudio.com/showthread.php?157474-Offroad-Police-sirens-lights-and-underglow Descrizione: aggiunge l'effetto luce ai veicoli della polizia, in particolare all'offroad. * / params [ ["_vehicle", objNull, [objNull]], ["_lightTime", 0.22, [0]] ]; if (isNil "_vehicle" || {isNull _vehicle || {! (_ veicolo getVariable "lights")}}) exitWith {}; private _lightRed = [0.1, 0.1, 20]; private _lightBlue = [0.1, 0.1, 20]; _lightLeft = "#lightpoint" createVehicleLocal getPos _vehicle; sleep 0.2; _lightLeft setLightColor _lightBlue; _lightLeft setLightBrightness 0.2; _lightLeft setLightAmbient [0.1,0.1,1]; private _offset = switch (typeOf _vehicle) do { case "C_Offroad_01_F": { [-0.37, 0.0, 0.56]; }; case "B_MRAP_01_F": { [-0.37, -1.9, 0.7]; }; case "C_SUV_01_F": { [-0.37,-1.2,0.42]; }; case "C_Hatchback_01_sport_F": { [-0.35,-0.2,0.25]; }; case "B_Heli_Light_01_F": { [-0.37, 0.0, -0.80]; }; case "B_Heli_Transport_01_F": { [-0.5, 0.0, 0.81]; }; }; _lightLeft setLightAttenuation [0.181, 0, 1000, 130]; _lightLeft setLightIntensity 10; _lightLeft setLightFlareSize 0.38; _lightLeft setLightFlareMaxDistance 150; _lightLeft setLightUseFlare true; _lightRight = "#lightpoint" createVehicleLocal getPos _vehicle; sleep 0.2; _lightRight setLightColor _lightBlue; _lightRight setLightBrightness 0.2; _lightRight setLightAmbient [0.1,0.1,1]; private _offset = switch (typeOf _vehicle) do { case "C_Offroad_01_F": { [-0.37, 0.0, 0.56]; }; case "B_MRAP_01_F": { [-0.37, -1.9, 0.7]; }; case "C_SUV_01_F": { [-0.37,-1.2,0.42]; }; case "C_Hatchback_01_sport_F": { [-0.35,-0.2,0.25]; }; case "B_Heli_Light_01_F": { [-0.37, 0.0, -0.80]; }; case "B_Heli_Transport_01_F": { [-0.5, 0.0, 0.81]; }; }; _lightRight setLightAttenuation [0.181, 0, 1000, 130]; _lightRight setLightIntensity 10; _lightRight setLightFlareSize 0.38; _lightRight setLightFlareMaxDistance 150; _lightRight setLightUseFlare true; _lightLeft setLightDayLight true; _lightRight setLightDayLight true; private _leftRed = true; while {alive _vehicle} do { if !(_vehicle getVariable "lights") exitWith {}; if (_leftRed) then { _lightRight setLightBrightness 0.0; sleep 0.05; _lightLeft setLightBrightness 6; } else { _lightLeft setLightBrightness 0.0; sleep 0.05; _lightRight setLightBrightness 6; }; _leftRed = !_leftRed; sleep _lightTime; }; deleteVehicle _lightLeft; deleteVehicle _lightRight; and sirenlights #include "..\..\script_macros.hpp" /* File: fn_sirenLights.sqf Author: Bryan "Tonic" Boardwine Description: Lets play a game! Can you guess what it does? I have faith in you, if you can't then you have failed me and therefor I lose all faith in humanity.. No pressure. */ params [ ["_vehicle",objNull,[objNull]] ]; if (isNull _vehicle) exitWith {}; //Bad entry! if !(typeOf _vehicle in ["C_Offroad_01_F","B_MRAP_01_F","C_SUV_01_F","C_Hatchback_01_sport_F","B_Heli_Light_01_F","B_Heli_Transport_01_F"]) exitWith {}; //Last chance check to prevent something from defying humanity and creating a monster. private _trueorfalse = _vehicle getVariable ["lights",false]; if (_trueorfalse) then { _vehicle setVariable ["lights", false, true]; if! (isNil {(_vehicle getVariable "lightsJIP")}) then { private _jip = _vehicle getVariable "lightsJIP"; _vehicle setVariable ["lightsJIP", nil, true]; remoteExec ["", _jip]; // rimuovi dalla coda JIP }; } else { _vehicle setVariable ["lights", true, true]; private _jip = [_vehicle, 0.22] remoteExec ["life_fnc_medicLights", RCLIENT, true]; _vehicle setVariable ["lightsJIP", _ jip, true]; }; Edited November 8, 2018 by Federick90 Quote Link to comment Share on other sites More sharing options...
IGS Apex Posted April 26, 2020 Share Posted April 26, 2020 My medic lights are like this with numbers. private _lightRed = [20, 0.1, 0.1]; <-- These are both red private _lightBlue = [20, 0.1, 0.1]; <-- I want to make yellow ones for my repair vehicles and code looks like this and they don't work. private _lightYellow = [20, 0.1, 0.1]; <--do these numbers need to be changed to something else? private _lightYellow = [0.1, 0.1, 20]; <-- Quote Link to comment Share on other sites More sharing options...
GoTCHa Posted April 30, 2020 Share Posted April 30, 2020 (edited) Hello Guys. Here is my solution for the customizable cop lights. You can define the light for each vehicle and each side. Just need to modify the RGB code. fn_coplights.sqf Spoiler /* File: fn_copLights.sqf Author: mindstorm, modified by Adanteh Link: http://forums.bistudio.com/showthread.php?157474-Offroad-Police-sirens-lights-and-underglow Description: Adds the light effect to cop vehicles. */ params [ ["_vehicle", objNull, [objNull]], ["_lightTime", 0.22, [0]] ]; if (isNil "_vehicle" || {isNull _vehicle || {!(_vehicle getVariable "lights")}}) exitWith {}; //Format: [[left position], [right position]], [left color], [right color] (switch (typeOf _vehicle) do { case "C_Offroad_01_F": { [[-0.37, 0.0, 0.56], [0.37, 0.0, 0.56], [20, 0.1, 0.1], [0.1, 0.1, 20]]; }; case "B_MRAP_01_F": { [[-0.37, -1.9, 0.7], [0.37, -1.9, 0.7], [0.1, 0.1, 20], [0.1, 0.1, 20]]; }; case "C_Van_01_transport_F": { [[-0.37,-1.2,0.7], [0.37,-1.2,0.7], [20, 20, 0.1], [20, 20, 0.1]]; }; case "C_SUV_01_F": { [[-0.37,-1.2,0.42], [0.37,-1.2,0.42], [20, 20, 0.1], [20, 20, 0.1]]; }; case "C_Hatchback_01_sport_F": { [[-0.35,-0.2,0.25], [0.35,-0.2,0.25], [20, 0.1, 0.1], [0.1, 0.1, 20]]; }; case "B_Heli_Light_01_F": { [[-0.37, 0.0, -0.80], [0.37, 0.0, -0.80], [20, 0.1, 0.1], [0.1, 0.1, 20]]; }; case "B_Heli_Transport_01_F": { [[-0.5, 0.0, 0.81], [0.5, 0.0, 0.81], [20, 0.1, 0.1], [0.1, 0.1, 20]]; }; default { [[-1], [-1], [0.1, 0.1, 0.1], [0.1, 0.1, 0.1]]; }; }) params ["_leftOffset", "_rightOffset", "_lightRed", "_lightBlue"]; if (_leftOffset isEqualTo [-1]) exitWith { diag_log format ["Vehicle emergency lights not set for: %1", _vehicle]; hint localize "STR_NOTF_ELSNotSet"; }; private _lightLeft = "#lightpoint" createVehicleLocal getPos _vehicle; sleep 0.2; _lightLeft setLightColor _lightRed; _lightLeft setLightBrightness 0.2; _lightLeft setLightAmbient [0.1,0.1,1]; _lightLeft lightAttachObject [_vehicle, _leftOffset]; _lightLeft setLightAttenuation [0.181, 0, 1000, 130]; _lightLeft setLightIntensity 10; _lightLeft setLightFlareSize 0.38; _lightLeft setLightFlareMaxDistance 150; _lightLeft setLightUseFlare true; private _lightRight = "#lightpoint" createVehicleLocal getPos _vehicle; sleep 0.2; _lightRight setLightColor _lightBlue; _lightRight setLightBrightness 0.2; _lightRight setLightAmbient [0.1,0.1,1]; _lightRight lightAttachObject [_vehicle, _rightOffset]; _lightRight setLightAttenuation [0.181, 0, 1000, 130]; _lightRight setLightIntensity 10; _lightRight setLightFlareSize 0.38; _lightRight setLightFlareMaxDistance 150; _lightRight setLightUseFlare true; _lightLeft setLightDayLight true; _lightRight setLightDayLight true; private _leftcheck = true; while {alive _vehicle} do { if !(_vehicle getVariable "lights") exitWith {}; if (_leftcheck) then { _lightRight setLightBrightness 0.0; sleep 0.05; _lightLeft setLightBrightness 6; } else { _lightLeft setLightBrightness 0.0; sleep 0.05; _lightRight setLightBrightness 6; }; _leftcheck = !_leftcheck; sleep _lightTime; }; deleteVehicle _lightLeft; deleteVehicle _lightRight; But i have a little problem. case "C_Van_01_transport_F": { [[-0.37,-1.2,0.7], [0.37,-1.2,0.7], [20, 20, 0.1], [20, 20, 0.1]]; Added the boxer in cop shop Added the boxer in sirenlight.sqf Spoiler if !(typeOf _vehicle in ["C_Offroad_01_F","C_Van_01_transport_F","B_MRAP_01_F","C_SUV_01_F","C_Hatchback_01_sport_F","B_Heli_Light_01_F","B_Heli_Transport_01_F"]) exitWith {}; //Last chance check to prevent something from defying humanity and creating a monster. Added the boxer with yellow lights. AAAAnd not working for me. The boxer didnt have any lights. Other cars have the defined lights. Pickup(red, blue), Mrap(blue,blue), Hatchback(yellow, yellow). So everything looks fine. Any suggestion? Thank a lot if you have. G. Edited April 30, 2020 by GoTCHa Quote Link to comment Share on other sites More sharing options...
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